/Engine/Source/Runtime/GameplayTasks/Classes/Tasks/GameplayTask_SpawnActor.h
Long term we can also use this task as a sync point. If the executing client could wait execution until the server creates and replicates the actor down to it. We could potentially also use this to do predictive actor spawning / reconciliation.
class UGameplayTask_SpawnActor : public [UGameplayTask](API\Runtime\GameplayTasks\UGameplayTask)
FVector
CachedSpawnLocation
FRotator
CachedSpawnRotation
TSubclassOf<AA...
ClassToSpawn
FGameplayTaskSp...
DidNotSpawn
Called when we can't spawn: on clients or potentially on server if they fail to spawn (rare)
FGameplayTaskSp...
Success